ScriptUO

Ultima Online Fan Board => Player Templates => Topic started by: Cerveza on March 29, 2011, 06:29:44 AM

Title: New char starting skills
Post by: Cerveza on March 29, 2011, 06:29:44 AM
I'm going to be making this char:

120 Throwing
120 Swords
120 Bushido
100 Tactics
100 Anatomy
90 Healing
70 Chivalry

I'd welcome inputs for training order, techniques.

I'm thinking of starting with 50 Tactics and 50 Throwing, then buying up the other skills to 40 and training them in New Haven.

Throwing - I hear those slimes take you to 120?
Swords - Friend tames a wolf(?) spider, you hit it with poison weapon?
Bushido - Couple days casting
Tactics - Worked up with Throwing and Swords, should be 100.
Anatomy - Easy with healing
Healing - Dual account trapped box script.
Chivalry - Macro'd.
Title: Re: New char starting skills
Post by: gimlet on March 29, 2011, 07:11:08 AM
I am also starting a new toon with similar skills. whats your plan for his base stats?
Title: Re: New char starting skills
Post by: Cerveza on March 29, 2011, 07:16:06 AM
Base will be around 100 str, 115 Dex, remainder in mana.

Suit will add in hpi, mi and stamina.
Title: Re: New char starting skills
Post by: _C2_ on March 29, 2011, 07:41:30 AM
im one for training the magic skills first and then letting the stats even out from the weapons training.  in this case, slimes will take throwing anat and bushido to 120 each if you wished to take the skills that high.  tactics will stop at 85 on slimes if you eat a 120 and a little lower if you do not eat a scroll.

after doing chiv, i would move to slimes and go up until u cap your tactics gains or 120 bushido from lightning striking them.  then move to a golem or tents..etc.

last thing i would do is healing.  the question would be would gains be slower with anat alread up there.  if so, healing first then chiv etc.
Title: Re: New char starting skills
Post by: gimlet on March 29, 2011, 08:52:56 AM
im one for training the magic skills first and then letting the stats even out from the weapons training.  in this case, slimes will take throwing anat and bushido to 120 each if you wished to take the skills that high.  tactics will stop at 85 on slimes if you eat a 120 and a little lower if you do not eat a scroll.

after doing chiv, i would move to slimes and go up until u cap your tactics gains or 120 bushido from lightning striking them.  then move to a golem or tents..etc.

last thing i would do is healing.  the question would be would gains be slower with anat alread up there.  if so, healing first then chiv etc.

I suppose its easy to change stats so training magic would imply keeping int high to start and then letting it drop as dex increases with the fighting skills?
Title: Re: New char starting skills
Post by: gimlet on March 30, 2011, 11:54:32 AM
Why only 70 Chiv?
Title: Re: New char starting skills
Post by: Cerveza on March 30, 2011, 12:03:36 PM
Why only 70 Chiv?

I normally only go to 65 for 100% Sacred Journey, but I hate missing Enemy of One thirty times in a row. I'd like to have more but I don't see where I could steal points.
Title: Re: New char starting skills
Post by: Masscre on March 30, 2011, 12:07:00 PM
Why only 70 Chiv?

I normally only go to 65 for 100% Sacred Journey, but I hate missing Enemy of One thirty times in a row. I'd like to have more but I don't see where I could steal points.

10 points on a skill ring maybe.
Title: Re: New char starting skills
Post by: Outlaw Josey Wales on March 30, 2011, 12:07:37 PM
could also toss on the shield that has chiv on it when needed
Title: Re: New char starting skills
Post by: Paulonius on March 30, 2011, 01:32:46 PM
When I make a toon with a combat skill I make two at a time, and I use this script:

http://www.scriptuo.com/index.php?topic=4080.0  

The script is still a work in progress, but it works and will train two toons to max in:
heal
anat
Tactics
parry
any weapon skill.

Use a stat script and you can balance your stats as you go.
Enable the chivalry spells and it will get you close to where you want it by the time you are done with your other skills.
Title: Re: New char starting skills
Post by: gimlet on March 31, 2011, 04:03:05 PM
When I make a toon with a combat skill I make two at a time, and I use this script:

http://www.scriptuo.com/index.php?topic=4080.0  

The script is still a work in progress, but it works and will train two toons to max in:
heal
anat
Tactics
parry
any weapon skill.

Use a stat script and you can balance your stats as you go.
Enable the chivalry spells and it will get you close to where you want it by the time you are done with your other skills.

Paul - I'll be giving this a try in the near future to train swords etc  - thanks for pointing it out.
Title: Re: New char starting skills
Post by: gimlet on March 31, 2011, 06:32:29 PM
While gearing up my gargoyle and using breastplate of the berserker - the strength required to wear it is 95. So what does my total strength have to be so when i get cursed or weakened with no resist so i can still wear my armor?
Title: Re: New char starting skills
Post by: Cerveza on March 31, 2011, 08:20:25 PM
Lowers the Strength, Dexterity and Intelligence of the target by a percentage (Magery / 10 +1) (11% at 100 Magery)

100 Magery = 11% so 107 - 12 (11.7) = 95
120 Magery = 13% so 110 - 15 (14.2) = 95

If your PvM'ing, remember there's critters out there with 120+ Magery.

*And I thought you were a "numbers guy"... ;)
Title: Re: New char starting skills
Post by: gimlet on March 31, 2011, 08:27:06 PM
heheheheh - ya got me there!

Does even a little resist help?
 
Title: Re: New char starting skills
Post by: Cerveza on March 31, 2011, 10:19:29 PM
Yes, changes the whole dynamic.
Title: Re: New char starting skills
Post by: Cerveza on April 01, 2011, 06:20:34 AM
I have actually changed my build. If I decide to go back to the original in the first post it will be easy enough....

Here's the new build:

120   Throwing
120   Bushido
120   Tactics
100   Anatomy
90   Healing
70   Chivalry (+15 Jewelry for 85)
60   Spirit Speak (+15 Jewelry for 75)
40   Necro

Replacing Swords with 20 additional Tactics, 40 Necro and 60 Spirit Speak.

I sacrifice the ability to defend at close range for the ability to have a constant supply of mana and health (curse weapon). Stick and move, stick and move. And if I want to go swords it would be easy enough to switch over.
Title: Re: New char starting skills
Post by: Petkiller on April 01, 2011, 06:31:21 AM
Why have swords?  For champ spawns I use slayer cyclones with the right hit area effect, hit lighting, and mana leech with momentum strike.  When you figure the range of the cyclone and that a whirlwind attack only hits whats near you its not a huge diff on how fast you do the first two levels of spawns.  I have the extra skill points in resist atm.  The only char I have seen beat the dps of my thrower with 1.5sec soul glaive is a lumberjack sampire.  
Title: Re: New char starting skills
Post by: gimlet on April 01, 2011, 06:35:47 AM
Can you deadly poison a throwing weapon?
Title: Re: New char starting skills
Post by: Cerveza on April 01, 2011, 06:42:36 AM
Petkiller - swords was to offset the hit penalty for close targets. Your right that momentum can be used, but you still need to hit. I'm hoping to stay far enough away from stuff I don't have to worry about the reduction in Hit Chance.

Gimlet - ranged weapons can't apply poison.